/Engine/Source/Editor/UnrealEd/Public/Kismet2/KismetEditorUtilities.h
Take a collection of Actors and generate a blueprint based on it
The blueprint created from the actor
static [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * CreateBlueprintFromActors ( const [FString](API\Runtime\Core\Containers\FString) & Path, const [FCreateBlueprintFromActorsParams](API\Editor\UnrealEd\Kismet2\FKismetEditorUtilities\FCreateBlueprint-_1) & Params )